Mercurial > hg > early-roguelike
view rogue3/sticks.c @ 87:f871cb0539d3
Don't set the player's ISRUN flag.
rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or
holding. This is apparently supposed to indicate that the player can
move again. What it actually does is make it harder for monsters to
hit the player, until the flag is reset.
As this behavior makes little sense and seems like a cheat, it has
been deemed a bug and removed.
author | John "Elwin" Edwards |
---|---|
date | Tue, 13 Aug 2013 09:19:56 -0700 |
parents | 527e2150eaf0 |
children |
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/* * Functions to implement the various sticks one might find * while wandering around the dungeon. * * @(#)sticks.c 3.14 (Berkeley) 6/15/81 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include <ctype.h> #include <string.h> #include "rogue.h" void fix_stick(struct object *cur) { if (strcmp(ws_type[cur->o_which], "staff") == 0) strcpy(cur->o_damage,"2d3"); else strcpy(cur->o_damage,"1d1"); strcpy(cur->o_hurldmg,"1d1"); cur->o_charges = 3 + rnd(5); switch (cur->o_which) { case WS_HIT: cur->o_hplus = 3; cur->o_dplus = 3; strcpy(cur->o_damage,"1d8"); when WS_LIGHT: cur->o_charges = 10 + rnd(10); } } void do_zap(int gotdir) { struct linked_list *item; struct object *obj; struct room *rp; struct thing *tp; int y, x; if ((item = get_item("zap with", STICK)) == NULL) return; obj = (struct object *) ldata(item); if (obj->o_type != STICK) { msg("You can't zap with that!"); after = FALSE; return; } if (obj->o_charges == 0) { msg("Nothing happens."); return; } if (!gotdir) do { delta.y = rnd(3) - 1; delta.x = rnd(3) - 1; } while (delta.y == 0 && delta.x == 0); switch (obj->o_which) { case WS_LIGHT: /* * Reddy Kilowat wand. Light up the room */ ws_know[WS_LIGHT] = TRUE; if ((rp = roomin(&hero)) == NULL) msg("The corridor glows and then fades"); else { addmsg("The room is lit"); if (!terse) addmsg(" by a shimmering blue light."); endmsg(); rp->r_flags &= ~ISDARK; /* * Light the room and put the player back up */ light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } when WS_DRAIN: /* * Take away 1/2 of hero's hit points, then take it away * evenly from the monsters in the room (or next to hero * if he is in a passage) */ if (pstats.s_hpt < 2) { msg("You are too weak to use it."); return; } else if ((rp = roomin(&hero)) == NULL) drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1); else drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y, rp->r_pos.x, rp->r_pos.x+rp->r_max.x); when WS_POLYMORPH: case WS_TELAWAY: case WS_TELTO: case WS_CANCEL: { int monster; int oldch; int rm; y = hero.y; x = hero.x; while (step_ok(winat(y, x))) { y += delta.y; x += delta.x; } if (isupper(monster = mvwinch(mw, y, x))) { int omonst = monster; if (monster == 'F') player.t_flags &= ~ISHELD; item = find_mons(y, x); tp = (struct thing *) ldata(item); if (obj->o_which == WS_POLYMORPH) { detach(mlist, item); oldch = tp->t_oldch; delta.y = y; delta.x = x; new_monster(item, monster = rnd(26) + 'A', &delta); if (!(tp->t_flags & ISRUN)) runto(&delta, &hero); if (isupper(mvwinch(cw, y, x))) mvwaddch(cw, y, x, monster); tp->t_oldch = oldch; ws_know[WS_POLYMORPH] |= (monster != omonst); } else if (obj->o_which == WS_CANCEL) { tp->t_flags |= ISCANC; tp->t_flags &= ~ISINVIS; } else { if (obj->o_which == WS_TELAWAY) { do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp->t_pos); } until(winat(tp->t_pos.y, tp->t_pos.x) == FLOOR); } else { tp->t_pos.y = hero.y + delta.y; tp->t_pos.x = hero.x + delta.x; } if (isupper(mvwinch(cw, y, x))) mvwaddch(cw, y, x, tp->t_oldch); tp->t_dest = &hero; tp->t_flags |= ISRUN; mvwaddch(mw, y, x, ' '); mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, monster); if (tp->t_pos.y != y || tp->t_pos.x != x) tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x); } } } when WS_MISSILE: { static struct object bolt = { '*' , {0, 0}, 0, "", "1d4" , 0, 0, 100, 1, 0, 0, 0 }; do_motion(&bolt, delta.y, delta.x); if (isupper(mvwinch(mw, bolt.o_pos.y, bolt.o_pos.x)) && !save_throw(VS_MAGIC, THINGPTR(find_mons(unc(bolt.o_pos))))) hit_monster(unc(bolt.o_pos), &bolt); else if (terse) msg("Missile vanishes"); else msg("The missile vanishes with a puff of smoke"); ws_know[WS_MISSILE] = TRUE; } when WS_HIT: { int ch; delta.y += hero.y; delta.x += hero.x; ch = winat(delta.y, delta.x); if (isupper(ch)) { if (rnd(20) == 0) { strcpy(obj->o_damage,"3d8"); obj->o_dplus = 9; } else { strcpy(obj->o_damage,"1d8"); obj->o_dplus = 3; } fight(&delta, ch, obj, FALSE); } } when WS_HASTE_M: case WS_SLOW_M: y = hero.y; x = hero.x; while (step_ok(winat(y, x))) { y += delta.y; x += delta.x; } if (isupper(mvwinch(mw, y, x))) { item = find_mons(y, x); tp = (struct thing *) ldata(item); if (obj->o_which == WS_HASTE_M) { if (on(*tp, ISSLOW)) tp->t_flags &= ~ISSLOW; else tp->t_flags |= ISHASTE; } else { if (on(*tp, ISHASTE)) tp->t_flags &= ~ISHASTE; else tp->t_flags |= ISSLOW; tp->t_turn = TRUE; } delta.y = y; delta.x = x; runto(&delta, &hero); } when WS_ELECT: case WS_FIRE: case WS_COLD: { int dirch; char *name; int ch; int bounced, used; coord pos; coord spotpos[BOLT_LENGTH]; static struct object bolt = { '*' , {0, 0}, 0, "", "6d6" , 0, 0, 100, 0, 0, 0 ,0 }; switch (delta.y + delta.x) { case 0: dirch = '/'; when 1: case -1: dirch = (delta.y == 0 ? '-' : '|'); when 2: case -2: dirch = '\\'; } pos = hero; bounced = FALSE; used = FALSE; if (obj->o_which == WS_ELECT) name = "bolt"; else if (obj->o_which == WS_FIRE) name = "flame"; else name = "ice"; for (y = 0; y < BOLT_LENGTH && !used; y++) { ch = winat(pos.y, pos.x); spotpos[y] = pos; switch (ch) { case DOOR: case SECRETDOOR: case '|': case '-': case ' ': bounced = TRUE; delta.y = -delta.y; delta.x = -delta.x; y--; msg("The bolt bounces"); break; default: if (!bounced && isupper(ch)) { if (!save_throw(VS_MAGIC, THINGPTR(find_mons(unc(pos))))) { bolt.o_pos = pos; hit_monster(unc(pos), &bolt); used = TRUE; } else if (ch != 'M' || show(pos.y, pos.x) == 'M') { if (terse) msg("%s misses", name); else msg("The %s whizzes past the %s", name, monsters[ch-'A'].m_name); runto(&pos, &hero); } } else if (bounced && pos.y == hero.y && pos.x == hero.x) { bounced = FALSE; if (!save(VS_MAGIC)) { if (terse) msg("The %s hits", name); else msg("You are hit by the %s", name); if ((pstats.s_hpt -= roll(6, 6)) <= 0) death('b'); used = TRUE; } else msg("The %s whizzes by you", name); } mvwaddch(cw, pos.y, pos.x, dirch); draw(cw); } pos.y += delta.y; pos.x += delta.x; } for (x = 0; x < y; x++) mvwaddch(cw, spotpos[x].y, spotpos[x].x, show(spotpos[x].y, spotpos[x].x)); ws_know[obj->o_which] = TRUE; } when WS_NOP: otherwise: msg("What a bizarre schtick!"); } obj->o_charges--; } /* * drain: * Do drain hit points from player shtick */ void drain(int ymin, int ymax, int xmin, int xmax) { int i, j, cnt; struct thing *ick; struct linked_list *item; /* * First count how many things we need to spread the hit points among */ cnt = 0; for (i = ymin; i <= ymax; i++) for (j = xmin; j <= xmax; j++) if (isupper(mvwinch(mw, i, j))) cnt++; if (cnt == 0) { msg("You have a tingling feeling"); return; } cnt = pstats.s_hpt / cnt; pstats.s_hpt /= 2; /* * Now zot all of the monsters */ for (i = ymin; i <= ymax; i++) for (j = xmin; j <= xmax; j++) if (isupper(mvwinch(mw, i, j)) && ((item = find_mons(i, j)) != NULL)) { ick = (struct thing *) ldata(item); if ((ick->t_stats.s_hpt -= cnt) < 1) killed(item, cansee(i, j) && !on(*ick, ISINVIS)); } } /* * charge a wand for wizards. */ char * charge_str(struct object *obj) { static char buf[20]; if (!(obj->o_flags & ISKNOW)) buf[0] = '\0'; else if (terse) sprintf(buf, " [%d]", obj->o_charges); else sprintf(buf, " [%d charges]", obj->o_charges); return buf; }